Combat

A lot of missions end in a fight. While a lot of the time it can be avoided with skill and diplomacy, combat may be the only option.

Table of Contents

Combat Turns

Combat is performed between teams. Every teammate takes their actions at the same time in the turn and then the other team gets to act. After all the teams get to act, it becomes the Upkeep and any effect that occurs during upkeep gets to resolve before the beginning of the next round.

The Steps

  1. Positions: With the Gamemaster, determine everyone’s starting positions.

  2. Taking Initiative: The first team to act takes initiative and goes first. After all the teammates take their desired actions, the next team takes their turn.

  3. Upkeep: After both teams have taken their actions, the upkeep effects trigger.

  4. Begin the next round: After the Upkeep; repeat 2 and 3 until the combat ends.

Taking Initiative

If one side decides to act before the other side, they have taken initiative. This can be simple as circumstances prevent something from happening until a specific side acts, such as leaving cover to start an ambush. This also can be part of a standoff where both sides are ready but no one has actually started the fight.

However, the Gamemaster gets the final determination on who has taken initiative.

Surprise

If the Freelancers or their opponents managed to surprise the other, they have taken initiative and the other side is surprised. If an entity or threat is surprised, they gain a stun counter.

During upkeep

Many effects will note if they occur during the upkeep, there are a handful of common effects that does happen.

Remove Counters

Many counters that are gained are removed during the upkeep but in general a single counter is removed during this turn unless the counter itself says otherwise.

Recharge Rolls

Some effects recharge on a specific roll, this is rolled during the upkeep. When it is noted, roll a d10 and on the noted number of better, the effect is recharged or otherwise triggered.

Death Checks

Dying entities roll their Fortitude check to avoid death.

Actions in a Turn

On the team’s turn, each teammate may take a set of actions. They are listed in descending order. A teammate can take these actions during their turn but also can trade a higher action for a lower one. As such, a Base-action can be turned into an additional move-action or into a quick-action, but a move-action cannot be turned into an additional Base-action.

While the actions outlined here are the most common, in the end it is up to the Gamemaster to determine what kind of action an action the teammate is performing is, so this is by no means a definitive list of actions or the kind.

Long-action

A long-action takes the teammate’s entire turn to perform and thus cannot take a base, move, or quick-action until the start of their next turn.

This action cannot be traded for a lesser action.

Disengage

A teammate attempting to remove themselves from a fight is a long-action. Taking a disengage action allows the teammate to take twice their move, but it must be away from the fight. Taking this movement will not provoke attacks of opportunity.

Dodge

A teammate may choose to not act but spend their turn evading attacks. The teammate’s defense rolls against attacks they can see are favorable.

A teammate cannot take a dodge action if they are immobilized in some way such as being restrained or incapacitated.

Base-action

The base-action is the primary action that a teammate will make. This includes many common actions that they may make as well as most combat focused actions.

Attacking

Performing an attack or any other use of a combat skill is a base-action.

Help

A teammate can aid another teammate as a base-action.

Move-action

Move-actions are fairly self-explanatory. A teammate uses their move-action to move, but this also includes other basic movement based actions such as moving across a map and drawing a holstered weapon or opening a handheld container.

Hide

A teammate can use their move-action to make a stealth check and hide as long as they are not in immediate line-of-sight or otherwise being observed.

Search

When looking for something specific, a search action may be used allowing the teammate to roll an investigation check to attempt to find the item or target.

Quick-actions

A teammate is only given one quick-action in a turn and they are usually used for abilities. In general, there are no general actions that can be taken with a quick-action, however, many effects will state if they use a quick-action to function.

Quick-actions cannot be traded for a lesser action.

Ready an Action

A teammate can ready an action as a quick-action and use an unused base or move-action as a reaction.

This action has to be meaningfully specific, such as waiting for an opponent to move into a specific position to act or being ready to jump away from a pit when the trap door opens.

Reaction

A reaction is an action taken in response to a specific trigger. However, unless stated otherwise, a teammate only has one reaction to use per turn, so it must be used wisely.

Free-action

A free-action is an action that takes little to no time to perform and can be performed any time, such as talking or dropping an item in your hand.

Attacking

The basic foundation of combat encounters is the attack.

  1. Target: Select a target that is in range of the attack.

  2. Modifiers: Both the attacker and the defender adds modifiers to their respective checks as either a bonus to the attribute or to the die itself.

  3. Check: The attacker and defender checks against their attack and defense to determine if they were successful.

  4. Challenge: Assuming both have succeeded in their check, they now compare their rolls.

  5. Resolution: After the challenge, the attack is resolved.  

Attack versus Defense

When performing an attack, the attack will roll a combat skill (brawl, finesse, etcetera) check. The defender will roll a defense check.

Afterwards, if both pass the check, the attacker’s roll must be lower than the defender’s.

If the attacker fails their attack check, their attack misses. If the defender mails their defense check, the attacker just has to pass their check to hit.

Modifiers to the Attack

When an attacker rolls their attack; they choose the appropriate skill according to the type of weapon they are using, such as finesse for a dagger, and that is added to the appropriate Attribute for the check.

 Attribute + Combat Skill + other modifiers = Attack Check

 Modifiers to the Defense

When subject to an attack, the defender rolls a defense check. This is modified by the defender’s Agility Attribute and their size (see page 228).

 Agility Attribute + Size Modifier + Other modifiers = Defense

Static Defense

Some defenders have a static defense, which means the defender is usually not mobile or otherwise incapable of evading attacks.

A defender has a static defense according to its size and does not roll for defense. The attacker must roll under the static defense value.

Cover

Cover grants a variety of bonus and penalties in combat. It depends on the degree of cover the defender has. The table below gives more detail.

Attacks

The target being attacked must be within the range or reach of the weapon.

Range

Ranged weapons have a note on the range of the attack. Within nominal range, the attack is normal; however, after nominal range the attack is unfavorable until it reaches maximum range. If the target is outside this range, the target can still be attacked but at a +3 per 3 meters beyond the maximum range added to the roll itself.

Attacking In or Into Melee

Making a ranged attack while within melee reach of an opponent will create an attack of opportunity for that opponent.

Attacking a target that is engaged with an opponent that isn’t incapacitated is unfavorable.

Both can be ignored if the attack is taken as a long-action.

Reach

Melee weapons have a noted reach that it can attack a target. If the target is out of the weapon’s reach, then the target cannot be attacked.

Ontometric Manifestations

Ontometric manifestations and abilities have a range of effect. Normally this range is modified by the number of stress counters the wyrd has when they use the power. This is covered in a bit more detail on page 276.

Two-Weapon Fighting

When taking a long-action to just attack, the teammate may attack with weapons that are in both hands. Doing so unfavorable for the second attack.

Attacking a Target of Opportunity

When an entity performs an action that would require them to momentarily be distracted or drop their guard, they can become a target of opportunity.

  • Manifesting a Power: Manifesting an ontometric power requires a moment of mental focus. This will make them a target of opportunity.

  • Movement: An entity provokes an attack of opportunity if they move more than 1.5 meters while within range or reach of a weapon or attack option can make them a target of opportunity.

  • Shooting while Engaged: If an entity is within melee reach of an opponent and attempts to make a ranged attacked that isn’t against that opponent, they become a target of opportunity.

  • Using Non-Combat Skills: Using a non-combat skill can make them a target of opportunity.

The entity is a target of opportunity only for that moment. Any opponent the entity is in range of may make a single attack against them as a reaction with a non-ontometric attack.

Weapon Degradation

Whenever an attack with a weapon scores critical fumble, the weapon takes one point of damage to its integrity for each fumble rolled.Cover

Cover grants a variety of bonus and penalties in combat. It depends on the degree of cover the defender has. The table below gives more detail.

Shape

Some effects have a shape designating the area that is affected by the effect.

Cone

A cone extends in a direction from the origin and out to the indicated range and spreads out to be as wide as it is long at the end.

Line

A line extends from the origin out to the indicated range and affects all targets in the path.

Radius

The radius extends from the origin out to the indicated range.

Touch

The target must be physically touched. The target is affected on a hit, even if the effect doesn’t penetrate their armor rating.

Damage

The consequence of combat is the inevitable damage.

Armor

Armor in general is designed to protect the wearer.

Armor Rating

Some equipment and effects grant armor rating or armor. armor rating is the entity’s ability to absorb damage. When damage is applied, the armor absorbs damage up to its armor rating. Any remaining damage penetrates the armor and is dealt to the wearer.

If the damage is toxin, psychic, or necrotic, they automatically ignore armor rating.

Stacking and Overlapping

Armor rating stacks together if they are from different source types (armor, natural armor rating, an ontometric manifestation, etcetera); however, if the armor rating is from the same source type (two armor plates for example), you gain the highest of the two.

Armor Degradation

Whenever an attack against armor scores critical hits, the armor takes one point of damage to its integrity.

Dealing Damage

Weapons and many ontometric manifestations can cause harm, this is the damage they deal.

When dealing damage, with a weapon or other effect, the damage is rolled once and then applied to all available targets.

In most cases, the damage that is dealt is reduced by the affected target’s armor rating. If any damage remains, it is dealt as wounds or structural damage as it penetrated the armor.

The Damage Chain

When damage is dealt, it follows a chain:

  1.  Force Fields

  2. Armor Rating

  3. Special Damage Reduction

  4. Resistances/Vulnerabilities/Immunities

  5. Wounds/Structural

 When in doubt, assume the damage goes from outside to inside.

Area Damage

Some manifestations and explosives deal damage over an area. If the damage is over an area and does not specifically target, then everything in the area is affected by the damage, including carried and worn equipment.

If the target is attended, being worn, held, or otherwise in another entity’s possession, any checks or challenges that the entity takes to reduce the damage also reduces it for the attended object.

Critical Hits

The damage an attacker deals is multiplied by the number of critical hits they scored when rolling the attack.

For example, if the attacker rolled three critical hits the damage is only multiplied by ×3.

Damage Types

Attacks deal a type of damage. Damage types have a common secondary effect.

  • Cold [Energy]: Damage caused by extreme cold deal cold damage.

  • Corrosive [Chemical]: The corrosive spray or dissolving enzymes secreted by some animals deal corrosive damage.

  • Electric [Energy]: Electrical discharge damage. All disruptable equipment the target has in their possession gains a disruption counter.

  • Fire [Energy]: Damage caused by extreme heat deal fire damage.

  • Force: Force is pure kinetic energy focused into a damaging form. Some instances have the additional crushing type to note that the physical damage is from ongoing pressure rather than just a sudden strike.

  • Impact [Physical]: Blunt, bashing damage or general damage caused by being struck or striking against another object. Some instances have the additional crushing type to note that the physical damage is from ongoing pressure rather than just a sudden strike.

  • Necrotic: Necrotic damage deals direct tissue death such as radiation. This damage ignores armor rating, and deals damage in wounds.

  • Piercing [Physical]: Puncturing and impaling attacks.

  • Psychic: Damages the psyche. This damage ignores armor rating and can only damage targets that can be affected by mind-affecting effects.

  • Slashing [Physical]: Cutting, chopping damage.

  • Sonic [Energy]: A concussive burst of sound, such as the effect of some sonic weapons deals sonic damage.

  • Toxin [Chemical]: Venom, poisons, or other toxic substances.

Damage Clarifiers

Without the clarifier, the damage follows the normal chain and resolution paths: Non-living targets gain a structural damage counter for every critical hit scored and living targets gain wound counters per the damage roll.

Clarifiers are used to change how the normal damage resolution is done.

Structural

Instead of the attack dealing one structural damage for every critical hit scored against the object or non-living target, it rolls damage like normal and all that damage is structural damage. This is common for corrosive damage and some other effects.

  • Structural Damage Against Armor: Armor can only absorb its armor rating in structural damage counters from any one attack. Any damage that is supposed to be structural damage becomes wounds after that. This does not apply to structural damage given by the number of critical hits from a non-structural damaging weapon or effect.

Wounding

When damage dealt is noted as wounding, the damage can only be dealt to living targets that can accumulate wounds. If the target cannot accumulate wounds or it is default immune to the damage being dealt. This is common with toxin and necrotic damage and usually has its own special rules or properties that will be noted.

Resistance, Vulnerability, and Immunity

For one reason or another, an entity can react to damage differently. In short if they are resistant they will only take half damage rounded up from that damage type. If they are vulnerable they will take twice the damage from that type and if they are immune they do not take damage from that source at all.

In any case, multiple resistances or vulnerabilities do not stack.

Armor Rating and Damage

When being dealt damage, the armor takes damage first, reducing it by its armor rating. Any damage that penetrates will become afflicted.

Some armor grants resistance to certain damage types and that will be applied first.

Multiple Damage Types

Some sources will deal different types of damage. This will react slightly differently.

Immunity

If there is immunity to one type of damage but not another, it is treated as though they have resistance.

Resistance

If there is a resistance to one type of damage but not the other, then they resist like normal.

Vulnerable

If there is a vulnerability to one type of damage but not the other, then they take double damage like normal.

Mixed Resistances or Vulnerabilities

If there is a vulnerability to one type but a resistance to the other, it is treated as normal as the damage would double then halve; however, if there is a vulnerability to one type and an immunity to the other, then the damage is treated as normal damage.

More Than Two Damage Types

In general, there is an attempt to limit damage to two different types, however, if there happens to be three or more damage types and the target has different vulnerabilities, resistances, or immunities to them, it is best to use best judgment on how the damage should be handled.

With that in mind: if there are more resistances than vulnerabilities, halve it. If there are more vulnerabilities than resistances, double it. If they are equal, treat is as normal damage.

And where invulnerability is concerned, it is counted as resistance when dealing with multiple damage types.

Counters

If the source would grant counters (such as poison or radiation), treat it as though that was a damage type. Half the number of counters if they are resistant, double the counters if vulnerable, and no counters if immune.

Life and Death

Entities and objects have a tolerance to damage before they are destroyed or otherwise disabled.

hit die

Hit die is the entity’s capacity to be repaired or heal. When healing or repairing an entity, they expend a hit die and that die is rolled.

Wounds

Living and organic entities gain wounds when damaged. Any damage that is dealt beyond any resistances and armor ratings become wounds that are tracked.

Trauma Check

After being dealt damage and gaining wounds, the entity makes a trauma check. They must roll under their Fortitude adding their total wounds to the roll.

For every critical hit, they may remove a wound and for every critical fumble, they gain an additional wound.

Exertion die can be used on trauma checks representing the entity’s will to live.

Dying

If an entity fails their trauma check by more than their Fortitude, the entity is downed and actively dying.

Upkeep

During upkeep, all entities that are down must succeed a Fortitude check. Exertion die can be used on this check.

  • Failure: They gain a trauma counter. After ten counters, they die.

  • Pass: If they pass, they remove 1 trauma counter for each critical hit.

Rests

One trauma counter is removed after every full rest.

Stable

An entity that is stable no longer dying. A Knowledge or Cleverness check as a base-action can stabilize an entity with the number of trauma counters added to the roll.

While stable, the entity may attempt a Fortitude check during the upkeep to regain consciousness. They will automatically regain consciousness after a full rest.

Health

Some effects will give an entity extra vigor. These effects may grant bonus or temporary health, making them harder to kill for a short time. Bonus health are like negative wounds reducing the number of wounds that the entity receives for a short time.

After a full rest, any health is removed.

For example, if an entity has 5 health and gains 6 wounds, five of the wounds are negated, using up the health and only gaining one wound.

Healing

Healing removes wounds from the entity.

Healing during Rests

During quick and full rests an entity can heal.

  • Quick Rest: During a quick rest if the entity has unexpended hit die, they can expend any number of them to heal that much. Expended hit die cannot be recovered until after a full rest.

  • Full Rest: During a full rest the entity expends their remaining unexpended hit die to heal that much. After the full rest is finished, they regain all expended and lost hit die.

Integrity

When damaged, the non-living entity or object gains that many structural damage counters. If the amount of structural damage it has Is equal or greater than its integirty, it is compromised and rendered inactive or otherwise innert.

If it reaches twice its integrity, it is destroyed.

Living

Living things do not gather structural damage nor do non-living things gain wounds.

Armor

Whenever critical hits are scored against armor, the armor gains that much structural damage. structural damage is added to the defense check roll itself.

For example, the armor gained 4 structural damage, the wearer’s defense check will be a d100 + 4.

Heavy Equipment

Whenever a critical hit is scored against the heavy, it gains that much structural damage. Structural damage is added to the checks required to operate the vehicle.

For example, the vehicle gained 5 structural damage, the pilot’s check to maneuver the vehicle will be d100 + 5 and the gunner makes attack checks with a d100 + 5.

Weapon

Whenever a weapon critically fumbles, the weapon gains that much structural damage. Structural damage is added to the attack check roll itself.

For example, the weapon gained 3 structural damage, the attacker’s attack check will be d100 + 3.

Components

Components that have an integrity and are mounted to equipment checks the structural damage of what it’s mounted to determine if it’s compromised or destroyed.

Movement

Participants in combat will move and maneuver around each other.

Obstacles

The battlefield is rarely neat and flat.

Difficult Terrain

If the ground is broken up or there are other obstacles that can impede movement, the ground has difficult terrain.

It takes double movement to get past difficult terrain, effectively cutting movement in half.

Moving Around Other Entities

A teammate can move through an allied space without difficulty; however, they cannot move through hostile spaces unless the opponent is at least one size smaller, and the movement counts as 3 meters of movement.

Narrow Space

An entity can move through a space one size smaller than it, doing so counts as difficult terrain and attacks from a confined space is unfavorable.

Split Move

Movement can be broken up between other actions. If the entity has 9 meters of movement and they choose to take a move-action to move, they can move up to 9 meters total during their turn. This allows for movement, attacking, and then continued movement.

Different Speeds and Modes

If an entity has different movement modes, such as regular and flying, they can switch between the modes mid-movement. The total distance from the previous mode is deducted from the current mode. For example, if an entity has a regular speed of 6 meters and a fly of 9 meters, and they run 3 meters and leap into a air, they have only 6 meters of fly movement left.

Being Prone

When prone, an entity has two options, they can stand up or crawl. Standing uses 1.5 meters of movement, however, an entity can crawl at half speed.

Special Combat

Up to this point, combat is assumed to be on foot; however, combat can be performed in different circumstances.

Mounted

While rare, charging into battle on a war-mount of some sort is possible.

Mounting and Dismounting

As a part of a move-action, an entity can mount another willing entity that is at least one size larger.

Controlling a Mount

A mount that is willing or well trained will act on the commands of their rider using the rider’s actions as their own.

A wild mount will act independently of the rider under the Gamemaster’s control.

Spooked

A trained mount can get spooked when attacked or taking damage. A spooked mount acts like a wild mount until the rider can gain control of it.

When attacked or dealt damage. The rider needs to make a make an influence check 4 or the mount becomes spooked. They can take a move-action to attempt the check again to regain control of the mount.

Underwater

Sometimes combat will happen underwater or in some kind of fluid.

Attacks will be unfavorable beyond a close reach.

Variable Gravity

Beyond the normal issues with gravity (see page 239), combat can have unexpected effects.

Ranged Attacks

When making a ranged attack, the range can be affected, especially for kinetic weapons.

At 0G, or null-gravity, an attack with a kinetic ranged weapon or a thrown weapon is infinite. At 1G, normal gravity, the range is what is described for the weapon. At higher gravities, the range is halved per g.

Localized Gravity

At times, due to faulty gravity plating or other effects, a since spot may have noticeably more gravity than the rest of the environment.

Effect Radius

Starting from the space the source originates for every 3 meters reduce the gravity by 1G until it matches the environment’s ambient gravity.

Movement

As gravity distorts space, it changes the scale that movement occurs. For every G higher than the environment’s ambient, it takes an additional 1.5 meters of movement to move away from the source, however, movement is 1.5 meters faster moving towards the source.

Movement parallel, or in orbit, of the source is unaffected.

Cyberwarfare

Cyberwarfare is the use of computers and networks to attack and disable integrated technology.

In an era where computer technology is integrated deeply into most every facet of life, some people have learned to specialize in this form of attack as hackers and coders can be found almost anywhere.

In combat, having a cyberwarfare specialist can be incredibly useful in support of the rest of the team; however, it is highly specialized.

The Nature of Networks

The battlefield of hackers is the network. Due to the use of the Universal Connector modules and modules are interconnected into a network to share and manage power and information.

How these things are connected determines how they are arranged and accessed, creating a network map with each part of the network requiring access to get to the next.

Accessing the network in the first place. The most common method is through a networked module that has a wireless connection, but since these can be highly protected, gaining physical access to a module or module that is connected.

Network Map

A network is integrated with the use of Universal Connectors or wireless networks. The map of how they are connected according to what is connected to what. Mapping the network allows for the user to identify the components and what the encryption of it is to gain access to it. Without a map, the user can only see and access their access point.

What is Networked

Any piece of equipment that is connected via a Universal Connector that has an encryption is part of the network. Equipment that is networked with a network-Link have wireless access with a limited range, normally within the description otherwise, it is close range.

Encryption

Without the proper authorization codes, you can access a network by defeating its encryption.

Encryption methods come in a wide variety but are easily organized into theirs for their difficulty in breaking. Cleverness or knowledge checks can be used to make attempts to break encryptions. The action required is dependent on the method, but normally a base-action.

  • Tier and Lock: Encryptions are organized by tier, class, and lock. Higher the tier, the more difficult the encryption is to break. Higher the lock, the longer the lockout duration before another attempt can be made.

  • Critical Hits: The number of critical hits that is needed total to access the network. If a devastating fumble is rolled, the attempt automatically fails.

  • Lockout: The amount of time you are locked out of the network from that access point.

Access Point

The point that gains access to the network is the access point and is functionally the position the user is at.

Network Stability

When gaining access to an access point of a network, data starts to flow back and forth between the access point and the rest of the network. Too much too fast can cause instability.

  • Attacks: When the access point is attacked, it gains network strain counters.

  • Failures: When rolling a check on the network, if the check fails the access point gains a network strain counter.

  • Recovery: While only having observer access or taking only observer access level actions, one network strain counter is removed from the access point during upkeep.

  • Check Penalty: checks from the access point gain the number of network strain counters added to the roll.

Connection Termination

When making checks on the network, there is a chance that the wrong instruction can lead to the termination of the access point.

  • 5+: The user is kicked from the network. They may take appropriate actions to attempt to access the network again.

  • 10+: The user is kicked from the network and that access point is locked out as appropriate for the lock.

Access Level

There are a variety of access levels that grant those who enter a network large degrees of freedom to affect the network and the components attached.

The access level grants expanded actions that can be taken on the network, but also adds difficulty when manipulating the programming.

When hacking the network, the higher access levels are according to the number of critical hits rolled during the check. The higher access levels also adds a penalty when performing checks at that level added to the die roll.

Observer access level doesn’t allow for manipulation of any code or data, but it does allow for monitoring of the network and its systems.

User access allows for manipulation of software and non-critical functions. This is the basic level of direct interaction with the network as an authorized user.

Administrator access grants finer control over the network and its components, including the ability to override previous function.

Firmware access can alter the fundamental function of the networked device.

hanging Access Level

The access level can be increased as a base-action with a successful check and the level can be increased by the number of critical hits.

Actions in a Network

After gaining access to the network, a variety of actions can be performed depending on the access level.

Taking an action allows for anyone on the network to roll a check to challenge it.

Long-Action

As a long-action you can do the following:

  • Trace [Observer]: Roll a challenge against everyone on the network. If you win, you know of the user’s existence and their access point. Performing a trace will reveal your access point.

  • Alter Inputs [User]: Roll a check. If successful, you can alter or even omit an input on the network such as a command or a sensor reading.

  • Boot [Administrator]: Roll a challenge against a user. If successful their access point gains 1d6 network strain counters. If you fail, you take 1d4 network strain counters.

  • Burn [Firmware]: Roll a challenge against the user, if there is no other user, roll a check. If successful, the access point or device takes 1d10 damage [structural] and 1d10 network strain counters. If failed, the access point or device takes no damage and your access point gains 1d8 network strain counters.

Base-Action

As a base-action you can do the following.

  • Map [Observer]: Roll a check. If successful, you map the network and its connected systems. You lose 1d4 network strain counters.

  • Use [User]: Roll a check. If successful, you can force the connected device to perform an base-, move-, or quick-action that it can normally perform.

  • Scramble Encryption [Administrator]: Roll a check. If successful, all other users on the network must reroll their checks against the encryption.

  • Remap [Firmware]: Roll a check. If successful, all other users must map the network again.

Move-Action

As a move-action, you can do the following.

  • Monitor [Observer]: You observe the network flow and data traffic. You gain a +5 to your next check on the network and remove 1d6 network strain counters.

  • Toggle Power [User]: Roll a check. If successful, the device powers up or down. If powered up, allocate and expend power as you see fit. If powered down, the component becomes inactive and any allocated power returns to the power source.

  • Override [Administrator]: Roll a check. If successful, you control the device and it acts on your turn until the beginning of your next turn.

  • Erase Encryption [Firmware]: The encryption for that component becomes A0 until it is either rebooted, scrambled, or remapped.

Quick-Action

As a quick-action, you can do the following actions.

  • Disconnect [Observer]: You terminate your connection to the access point. When doing so, remove all the network strain counters from that access point. There is no lockout but you must make a check to access the network from this point again.

  • Emit/Suppress [User]: Roll a check. You increase or decrease the signature of the item by 1.

  • Crash [Administrator]: Roll a challenge against the user, if there is no other user, roll a check. If successful, the access point or device gains 1d10 your access point gains 1d6 network strain counters.

  • Sticky Command [Firmware]: Roll a check. If successful, the device will repeat its last action until commanded otherwise (if the weapon fires, it will fire next round as well, if a vehicle drives forward, it will drive forward again, and so on.).

Reaction

As a reaction you can do the following:

  • Detection [Observer]: Whenever someone rolls a check on the network, you may attempt to detect the action being taken and the access point it is coming from. Taking this action does not reveal your access point or makes you known like the trace action.

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